]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
fix D3D9 build
[xonotic/darkplaces.git] / gl_rsurf.c
index 4553bbc4d09aa0f4eb417eb9af7473e2e6d7608b..33277fa935b9b3c0732b00645ab3747d43104952 100644 (file)
@@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "r_shadow.h"
 #include "portals.h"
+#include "csprogs.h"
 
 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
@@ -348,10 +349,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r
 
        numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
 
-       R_Mesh_VertexPointer(vertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+//     R_Mesh_ResetTextureState();
 
        isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
 
@@ -362,7 +360,9 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r
                         isvis ? 0.125f : 0.03125f);
        for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
                VectorCopy(portal->points[i].position, v);
-       R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, polygonelement3s, 0, 0);
+       R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
@@ -544,10 +544,10 @@ void R_Q1BSP_DrawSky(entity_render_t *ent)
                R_DrawModelSurfaces(ent, true, true, false, false, false);
 }
 
-extern void R_Water_AddWaterPlane(msurface_t *surface);
+extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
 {
-       int i, j, flagsmask;
+       int i, j, n, flagsmask;
        dp_model_t *model = ent->model;
        msurface_t *surfaces;
        if (model == NULL)
@@ -559,7 +559,7 @@ void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
                RSurf_ActiveModelEntity(ent, false, false, false);
 
        surfaces = model->data_surfaces;
-       flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION;
+       flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
 
        // add visible surfaces to draw list
        if (ent == r_refdef.scene.worldentity)
@@ -569,16 +569,20 @@ void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
                        j = model->sortedmodelsurfaces[i];
                        if (r_refdef.viewcache.world_surfacevisible[j])
                                if (surfaces[j].texture->basematerialflags & flagsmask)
-                                       R_Water_AddWaterPlane(surfaces + j);
+                                       R_Water_AddWaterPlane(surfaces + j, 0);
                }
        }
        else
        {
+               if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
+                       n = ent->entitynumber;
+               else
+                       n = 0;
                for (i = 0;i < model->nummodelsurfaces;i++)
                {
                        j = model->sortedmodelsurfaces[i];
                        if (surfaces[j].texture->basematerialflags & flagsmask)
-                               R_Water_AddWaterPlane(surfaces + j);
+                               R_Water_AddWaterPlane(surfaces + j, n);
                }
        }
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
@@ -606,8 +610,7 @@ void R_Q1BSP_DrawDepth(entity_render_t *ent)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_AlphaTest(false);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_ResetTextureState();
+//     R_Mesh_ResetTextureState();
        R_SetupShader_DepthOrShadow();
        if (ent == r_refdef.scene.worldentity)
                R_DrawWorldSurfaces(false, false, true, false, false);
@@ -720,6 +723,8 @@ static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t
        if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, info->numfrustumplanes, info->frustumplanes))
                return;
        leaf = (mleaf_t *)node;
+       if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+               return;
        if (info->svbsp_active)
        {
                int i;
@@ -732,32 +737,61 @@ static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t
                        if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
                                break;
                }
-               if (portal == NULL)
+               if (leaf->portals && portal == NULL)
                        return; // no portals of this leaf visible
        }
-       else
+       if (info->svbsp_insertoccluder)
        {
-               if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
-                       return;
-       }
-       // inserting occluders does not alter the leaf info
-       if (!info->svbsp_insertoccluder)
-       {
-               info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
-               info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
-               info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
-               info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
-               info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
-               info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
-               if (info->outleafpvs)
+               int leafsurfaceindex;
+               int surfaceindex;
+               int triangleindex, t;
+               int currentmaterialflags;
+               qboolean castshadow;
+               msurface_t *surface;
+               const int *e;
+               const vec_t *v[3];
+               float v2[3][3];
+               for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
                {
-                       int leafindex = leaf - info->model->brush.data_leafs;
-                       if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+                       surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+                       if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
                        {
-                               SETPVSBIT(info->outleafpvs, leafindex);
-                               info->outleaflist[info->outnumleafs++] = leafindex;
+                               surface = info->model->data_surfaces + surfaceindex;
+                               currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+                               castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+                               if (castshadow && BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+                               {
+                                       qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+                                       {
+                                               v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                               v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                               v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                               VectorCopy(v[0], v2[0]);
+                                               VectorCopy(v[1], v2[1]);
+                                               VectorCopy(v[2], v2[2]);
+                                               if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+                                                       SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+                                       }
+                               }
                        }
                }
+               return;
+       }
+       info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+       info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+       info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+       info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+       info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+       info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+       if (info->outleafpvs)
+       {
+               int leafindex = leaf - info->model->brush.data_leafs;
+               if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+               {
+                       SETPVSBIT(info->outleafpvs, leafindex);
+                       info->outleaflist[info->outnumleafs++] = leafindex;
+               }
        }
        if (info->outsurfacepvs)
        {
@@ -765,6 +799,7 @@ static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t
                int surfaceindex;
                int triangleindex, t;
                int currentmaterialflags;
+               qboolean castshadow;
                msurface_t *surface;
                const int *e;
                const vec_t *v[3];
@@ -776,8 +811,8 @@ static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t
                        {
                                surface = info->model->data_surfaces + surfaceindex;
                                currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
-                               if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
-                                && (!info->svbsp_insertoccluder || !(currentmaterialflags & MATERIALFLAG_NOSHADOW)))
+                               castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+                               if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
                                {
                                        qboolean addedtris = false;
                                        qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
@@ -786,59 +821,47 @@ static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t
                                                v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
                                                v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
                                                v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                               if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
+                                               VectorCopy(v[0], v2[0]);
+                                               VectorCopy(v[1], v2[1]);
+                                               VectorCopy(v[2], v2[2]);
+                                               if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
                                                {
-                                                       if (info->svbsp_insertoccluder)
+                                                       if (info->svbsp_active)
                                                        {
-                                                               if (currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                                                               if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
                                                                        continue;
-                                                               VectorCopy(v[0], v2[0]);
-                                                               VectorCopy(v[1], v2[1]);
-                                                               VectorCopy(v[2], v2[2]);
-                                                               if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
+                                                       }
+                                                       if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+                                                       {
+                                                               // if the material is double sided we
+                                                               // can't cull by direction
+                                                               SETPVSBIT(info->outlighttrispvs, t);
+                                                               addedtris = true;
+                                                               if (castshadow)
+                                                                       SETPVSBIT(info->outshadowtrispvs, t);
+                                                       }
+#if 1
+                                                       else if (r_shadow_frontsidecasting.integer)
+                                                       {
+                                                               // front side casting occludes backfaces,
+                                                               // so they are completely useless as both
+                                                               // casters and lit polygons
+                                                               if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
                                                                        continue;
+                                                               SETPVSBIT(info->outlighttrispvs, t);
                                                                addedtris = true;
+                                                               if (castshadow)
+                                                                       SETPVSBIT(info->outshadowtrispvs, t);
                                                        }
+#endif
                                                        else
                                                        {
-                                                               if (info->svbsp_active)
-                                                               {
-                                                                       VectorCopy(v[0], v2[0]);
-                                                                       VectorCopy(v[1], v2[1]);
-                                                                       VectorCopy(v[2], v2[2]);
-                                                                       if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
-                                                                               continue;
-                                                               }
-                                                               if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
-                                                               {
-                                                                       // if the material is double sided we
-                                                                       // can't cull by direction
-                                                                       SETPVSBIT(info->outlighttrispvs, t);
-                                                                       addedtris = true;
-                                                                       if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
-                                                                               SETPVSBIT(info->outshadowtrispvs, t);
-                                                               }
-                                                               else if (r_shadow_frontsidecasting.integer)
-                                                               {
-                                                                       // front side casting occludes backfaces,
-                                                                       // so they are completely useless as both
-                                                                       // casters and lit polygons
-                                                                       if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
-                                                                               continue;
-                                                                       SETPVSBIT(info->outlighttrispvs, t);
-                                                                       addedtris = true;
-                                                                       if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
-                                                                               SETPVSBIT(info->outshadowtrispvs, t);
-                                                               }
-                                                               else
-                                                               {
-                                                                       // back side casting does not occlude
-                                                                       // anything so we can't cull lit polygons
-                                                                       SETPVSBIT(info->outlighttrispvs, t);
-                                                                       addedtris = true;
-                                                                       if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(currentmaterialflags & MATERIALFLAG_NOSHADOW))
-                                                                               SETPVSBIT(info->outshadowtrispvs, t);
-                                                               }
+                                                               // back side casting does not occlude
+                                                               // anything so we can't cull lit polygons
+                                                               SETPVSBIT(info->outlighttrispvs, t);
+                                                               addedtris = true;
+                                                               if (castshadow && !PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                                       SETPVSBIT(info->outshadowtrispvs, t);
                                                        }
                                                }
                                        }
@@ -884,8 +907,8 @@ static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboo
                                break;
                }
                // now clear the surfacepvs array because we need to redo it
-               memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
-               info->outnumsurfaces = 0;
+               //memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+               //info->outnumsurfaces = 0;
        }
        else
                info->svbsp_active = false;
@@ -926,6 +949,23 @@ static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboo
        }
 }
 
+static msurface_t *r_q1bsp_getlightinfo_surfaces;
+
+int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
+{
+       int a = *(int*)ap;
+       int b = *(int*)bp;
+       const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
+       const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
+       if (as->texture < bs->texture)
+               return -1;
+       if (as->texture > bs->texture)
+               return 1;
+       return a - b;
+}
+
+extern cvar_t r_shadow_sortsurfaces;
+
 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes)
 {
        r_q1bsp_getlightinfo_t info;
@@ -1004,6 +1044,11 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
 
        *outnumleafspointer = info.outnumleafs;
        *outnumsurfacespointer = info.outnumsurfaces;
+
+       // now sort surfaces by texture for faster rendering
+       r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
+       if (r_shadow_sortsurfaces.integer)
+               qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
 }
 
 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
@@ -1061,10 +1106,9 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightor
                        rsurface.texture = R_GetCurrentTexture(surface->texture);
                        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
                                continue;
-                       RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
-                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
-               R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
+               R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.modelvertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
        }
        if (ent->model->brush.submodel)
                GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
@@ -1134,8 +1178,9 @@ void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relative
                }
                --modelsurfacelistindex;
                GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
-               RSurf_PrepareVerticesForBatch(false, false, batchnumsurfaces, batchsurfacelist);
-               RSurf_DrawBatch_Simple(batchnumsurfaces, batchsurfacelist);
+               RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, batchnumsurfaces, batchsurfacelist);
+               R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+               RSurf_DrawBatch();
        }
 }
 
@@ -1146,7 +1191,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
        int i, j, endsurface;
        texture_t *t;
        const msurface_t *surface;
-       // note: in practice this never actually receives batches), oh well
+       // note: in practice this never actually receives batches
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(rtlight);
        R_Shadow_RenderMode_Lighting(false, true, false);
@@ -1163,8 +1208,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
                        surface = rsurface.modelsurfaces + surfacelist[j];
                        if (t != surface->texture)
                                break;
-                       RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
-                       R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
+                       R_Shadow_RenderLighting(1, &surface);
                }
        }
        R_Shadow_RenderMode_End();
@@ -1175,12 +1219,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
 {
        dp_model_t *model = ent->model;
        const msurface_t *surface;
-       int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
-       const int *element3i;
-       static int batchelements[BATCHSIZE*3];
+       int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
+       const msurface_t **texturesurfacelist;
        texture_t *tex;
        CHECKGLERROR
-       element3i = rsurface.modelelement3i;
        // this is a double loop because non-visible surface skipping has to be
        // fast, and even if this is not the world model (and hence no visibility
        // checking) the input surface list and batch buffer are different formats
@@ -1213,7 +1255,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                        // now figure out what to do with this particular range of surfaces
                        if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
                                continue;
-                       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+                       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
                                continue;
                        if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                        {
@@ -1231,45 +1273,9 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                        }
                        if (r_shadow_usingdeferredprepass)
                                continue;
-                       batchnumtriangles = 0;
-                       batchfirsttriangle = surface->num_firsttriangle;
-                       m = 0; // hush warning
-                       for (l = k;l < kend;l++)
-                       {
-                               surface = batchsurfacelist[l];
-                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
-                               for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
-                               {
-                                       if (lighttrispvs && r_test.integer && !CHECKPVSBIT(lighttrispvs, m))
-                                               continue;
-                                       if (batchnumtriangles >= BATCHSIZE)
-                                       {
-                                               r_refdef.stats.lights_lighttriangles += batchnumtriangles;
-                                               Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
-                                               // use the element buffer if all triangles are consecutive
-                                               if (m == batchfirsttriangle + batchnumtriangles)
-                                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
-                                               else
-                                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
-                                               batchnumtriangles = 0;
-                                               batchfirsttriangle = m;
-                                       }
-                                       batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
-                                       batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
-                                       batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
-                                       batchnumtriangles++;
-                               }
-                       }
-                       if (batchnumtriangles > 0)
-                       {
-                               r_refdef.stats.lights_lighttriangles += batchnumtriangles;
-                               Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
-                               // use the element buffer if all triangles are consecutive
-                               if (m == batchfirsttriangle + batchnumtriangles)
-                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
-                               else
-                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
-                       }
+                       texturenumsurfaces = kend - k;
+                       texturesurfacelist = batchsurfacelist + k;
+                       R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
                }
        }
 }
@@ -1284,8 +1290,7 @@ void R_ReplaceWorldTexture (void)
        skinframe_t *skinframe;
        if (!r_refdef.scene.worldmodel)
        {
-               if (gamemode != GAME_BLOODOMNICIDE)
-                       Con_Printf("There is no worldmodel\n");
+               Con_Printf("There is no worldmodel\n");
                return;
        }
        m = r_refdef.scene.worldmodel;
@@ -1298,8 +1303,7 @@ void R_ReplaceWorldTexture (void)
        }
        if(!cl.islocalgame || !cl.worldmodel)
        {
-               if (gamemode != GAME_BLOODOMNICIDE)
-                       Con_Print("This command works only in singleplayer\n");
+               Con_Print("This command works only in singleplayer\n");
                return;
        }
        r = Cmd_Argv(1);
@@ -1315,13 +1319,11 @@ void R_ReplaceWorldTexture (void)
 //                             t->skinframes[0] = skinframe;
                                t->currentskinframe = skinframe;
                                t->currentskinframe = skinframe;
-                               if (gamemode != GAME_BLOODOMNICIDE)
-                                       Con_Printf("%s replaced with %s\n", r, newt);
+                               Con_Printf("%s replaced with %s\n", r, newt);
                        }
                        else
                        {
-                               if (gamemode != GAME_BLOODOMNICIDE)
-                                       Con_Printf("%s was not found\n", newt);
+                               Con_Printf("%s was not found\n", newt);
                                return;
                        }
                }